Method for establishing a wager for a game

ABSTRACT

In a particular embodiment of the invention, a system for establishing a wager associated with a game comprises a processor that receives information about a wager offer, wherein the wager offer is associated with an online game. The processor also receives information about a wager acceptance. The wager offer and the wager acceptance combine to form a wager, wherein the wager is associated with at least one wager parameter. The system further comprises a memory communicatively coupled to the processor and that stores information associated with the at least one wager parameter.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.10/193,980 filed Jul. 12, 2002, claiming the benefit of U.S. ProvisionalApplication No. 60/305,149 filed Jul. 13, 2001; U.S. ProvisionalApplication No. 60/323,597 filed Sep. 20, 2001; U.S. ProvisionalApplication No. 60/305,151 filed Jul. 13, 2001; U.S. ProvisionalApplication No. 60/305,150 filed Jul. 13, 2001; U.S. ProvisionalApplication No. 60/305,147 filed Jul. 13, 2001; U.S. ProvisionalApplication No. 60/305,146 filed Jul. 13, 2001; and U.S. ProvisionalApplication No. 60/323,598 filed Sep. 20, 2001.

TECHNICAL FIELD OF THE INVENTION

This invention relates to online gaming and, more specifically, to amethod for establishing a wager for a game.

BACKGROUND OF THE INVENTION

The Internet and the increasing availability of broadband services haveled to the proliferation of online gaming. Currently, however, onlinegaming suffers from many drawbacks. Primary among these is that currentonline gaming fails to allow players to compete for tangible prizes in asecure environment that does not rely upon trust among the competitors.Moreover, the online gaming experience does not provide incentive for aplayer to become a dedicated patron of any particular gamingenvironment. As a result, online gaming remains a mere hobby for mostplayers.

SUMMARY OF THE INVENTION

In a particular embodiment of the present invention, a system forestablishing a wager associated with a game comprises a processor thatreceives information about a wager offer, wherein the wager offer isassociated with an online game. The processor also receives informationabout a wager acceptance. The wager offer and the wager acceptancecombine to form a wager, wherein the wager is associated with at leastone wager parameter. The system further comprises a memorycommunicatively coupled to the processor and that stores informationassociated with the at least one wager parameter.

A particular advantage of one or more embodiments of the presentinvention is that a processor may receive information about a wagerassociated with an online game and present that information to a memorythat stores the information. Particular embodiments may thus allow aprocessor to process and a memory to store information about a wagerbetween two players of an online game, facilitating wagering associatedwith online play.

Another technical advantage of particular embodiments of the presentinvention is that a processor may process and a memory may storeinformation about a wager associated with any number of types of onlinegames. As an example only, in particular embodiments, a processor mayprocess and a memory may store information about a wager associated withan online golfing game, an online casino game, an online adventure game,an online arcade games, an online sports games, or an online racinggame. The processor and memory may thus facilitate wagering associatedwith online play of a number of different types of online games.

Another technical advantage of particular embodiments of the presentinvention is that a processor and memory that facilitate wageringassociated with an online game may allow multiple users in differentlocations to wager over a network. Thus, particular embodiments maycomprise a processor and memory that facilitate wagering over all or apart of the Internet or over a wireless network. These embodiments mayallow users in different locations on a network to make a wagerassociated with an online game.

It will be understood that the various embodiments of the presentinvention may include some, all, or none of the enumerated technicaladvantages. In addition, other technical advantages of the presentinvention may be readily apparent to one skilled in the art from thefigures, description, and claims included herein.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and itsadvantages, reference is now made to the following description, taken inconjunction with the accompanying drawings, in which:

FIG. 1 illustrates one embodiment of a system for providing enhancedservices to a user of a gaming application according to the presentinvention;

FIG. 2 illustrates one embodiment of event information maintained by thesystem of FIG. 1;

FIG. 3 illustrates one embodiment of statistics information maintainedby the system of FIG. 1;

FIG. 4 illustrates exemplary statistics maintained by the system of FIG.1;

FIG. 5 illustrates one embodiment of profile information maintained bythe system of FIG. 1;

FIG. 6 illustrates one embodiment of a wager record maintained by thesystem of FIG. 1;

FIG. 7 illustrates one embodiment of a method for providing enhancedservices;

FIG. 8 illustrates one embodiment of a method for providing game eventmanagement services;

FIG. 9 illustrates one embodiment of a method for generating statisticsinformation;

FIG. 10 illustrates one embodiment of a method for generating profileinformation;

FIG. 11 illustrates one embodiment of a method for providing gameadvice;

FIG. 12 illustrates one embodiment of a method for matching users;

FIG. 13 illustrates one embodiment of a method for establishing a wager;and

FIG. 14 illustrates one embodiment of a method for settling a wager.

DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS OF THE INVENTION

FIG. 1 illustrates a system 10 for executing gaming applications 114 inaccordance with one embodiment of the present invention. System 10includes network 100, one or more clients 102, one or more servers 104,and a platform 106. Other architectures and components of system 10 maybe used without departing from the scope of this disclosure. In general,clients 102 participate in gaming applications 114 hosted by servers104. Platform 106 provides enhanced services associated with gamingapplications 114 such as, for example, game event management, statisticsgeneration, user profiling, wagering, user matching, and game advising.Platform 106 may provide other enhanced services without departing fromthe scope of this disclosure.

Network 100 couples clients 102, servers 104, and/or platform 106.Network 100 facilitates wireless or wireline communication between thecomponents of system 10. Network 100 may, for example, communicateInternet Protocol (IP) packets, Frame Relay frames, AsynchronousTransfer Mode (ATM) cells, voice, video, data, and other suitableinformation between network addresses. Network 100 may include one ormore local area networks (LANs), radio access networks (RANs),metropolitan area networks (MANs), wide area networks (WANs),interactive television networks, all or a portion of the global computernetwork known as the Internet, and/or any other communication system orsystems at one or more locations.

Clients 102 comprise computer systems that include appropriate inputdevices, output devices, mass storage media, processors, memory, orother components for receiving, processing, storing, and/orcommunicating information with other components of system 10. As used inthis document, the term “computer” is intended to encompass a personalcomputer, workstation, network computer, wireless data port, wirelesstelephone, personal digital assistant (PDA), one or more processorswithin these or other devices, or any other suitable processing device.It will be understood that there may be any number of clients 102coupled to network 100. Clients 102 are generally operated by users toparticipate in gaming applications 114 hosted by server 104, either asplayers or spectators.

Server 104 comprises an electronic computing device that includes amonitor module 110, a gaming processor 112 that executes one or moregaming applications 114, and an interface 116 to communicate withplatform 106. In a particular embodiment, server 104 further includes alobby processor 118 that facilitates matching players of a particulargaming application 114. It should be understood that lobby processor 118and gaming processor 112 may reside on the same or different server 104.Server 104 may be implemented using a general purpose personal computer(PC), a Macintosh, a workstation, a UNIX-based computer, a servercomputer, or any other suitable processing device. In general, eachserver 104 hosts the same or different gaming applications 114 forclients 102 over network 100, monitors game events 120 generated byclients 102 using a monitor module 110, and communicates eventinformation 122 to platform 106 using interface 116.

In one embodiment, server 104 comprises a web server (or a pool ofservers). One function of web server 104 is to allow a client 102 toparticipate in gaming applications 114 over or from the Internet using astandard user interface language such as, for example, the HyperTextMarkup Language (HTML). For example, server 104 and clients 102 maymaintain and execute a browser or other suitable program for accessingand communicating information addressed by a uniform resource locator(URL) using network 100.

A gaming application 114 comprises any suitable game that may be playedby one or more users of system 10. Examples of gaming applications 114include sports games, board games, arcade games, strategy games,adventure games, casino games, card games, dice games, and any othersuitable games that may be played using system 10.

Platform 106 comprises a central processing unit (CPU) associated withan operating system that executes instructions and manipulatesinformation in accordance with the operation of system 10. The CPU ofplatform 106 maintains and executes the instructions to implement anevent manager 130, a statistics manager 132, a profile manager 134, alobby manager 136, a game advisor 138, a wager manager 140, and a fundsmanager 142. Although the various components of platform 106 areillustrated as separate modules, it should be understood that anysuitable number and combination of engines or modules may be used toperform the various features and functionality of platform 106. Eachmodule described above with reference to platform 106 comprises anysuitable combination of hardware and software in platform 106 to providethe described function or operation of the module. For example, modulesmay include program instructions, and the associated memory andprocessing components to execute the program instructions. Also, modulesassociated with platform 106 may be separate from or integral to othermodules.

Platform 106 further comprises a memory 150 that may take the form ofvolatile or non-volatile memory including, without limitation, magneticmedia, optical media, random access memory (RAM), read-only memory(ROM), removable media, or any other suitable local or remote memorycomponent. Memory 150 may be separate from or integral to other memorydevices in system 10. In general, memory 150 stores event information152, statistics information 154, profile information 156, and wagerrecords 158 in any suitable format including, for example, XML tables,flat files, comma-separated-value (CSV) files, SQL tables, relationaldatabase tables, objects, and others.

Enhanced Services

In one aspect of operation, users of clients 102 participating in gamingapplications 114 hosted by a server 104 engage in an enhanced servicessession with platform 106. Generally, platform 106 receives a requestfor enhanced services that is generated by a client 102 via anappropriate server 104. The request for enhanced services may begenerated by the client 102 in response to a log-in event; a game event120; input by a user of the client 102 such as, for example,instructions to initiate an enhanced services session; or any othersuitable trigger.

In response to the request for enhanced services, platform 106 launchesan enhanced services session with the particular client 102. Inparticular, platform 106 establishes one or more communication paths tothe appropriate clients 102 and/or servers 104. In one embodiment,platform 106 establishes a communication path with the appropriateclient 102 via an appropriate server 104. In another embodiment,platform 106 establishes a communication path with the appropriateclient 102 using a proprietary web server (not shown). In yet anotherembodiment, platform 106 establishes a direct communication path withthe appropriate client 102 using network 100. In all of theseembodiments, the appropriate communication path is established such thatplatform 106 may provide enhanced services to the appropriate client102.

The enhanced services session corresponds in time at least in part withthe execution of the gaming application 114 in which the user of client102 participates. During the enhanced services session, platform 106 mayprovide event management, statistics generation, and user profilingservices to the user of client 102 with whom the enhanced servicessession is established. Other exemplary enhanced services includeproviding game advice, placing and settling wagers, and matching usersof a gaming application 114 in an “intelligent lobby”. In this regard,platform 106 enriches the gaming experience of users participating ingaming applications 114 hosted by servers 104.

A particular advantage of system 10 is that platform 106 maysimultaneously conduct enhanced services sessions with many clients 102using the same or different servers 104. For example, platform 106 mayconduct a first enhanced services session with one or more clients 102connected to a first server 104 hosting a gaming application 114.Platform 106 may further conduct a second enhanced services session withthe same or different clients 102 connected to a second server 104hosting the same or different gaming application 114. The secondenhanced services session may be initiated in response to a secondrequest for enhanced services issued by the client 102 of the secondserver 104, and may correspond in time at least in part with theexecution of the gaming application 114 in which the user participates.Moreover, the first enhanced services session may correspond in time atleast in part with the second enhanced services session. In this regard,platform 106 may provide enhanced services to clients 102 coupled tomany servers 104 simultaneously.

Game Event Management

During an enhanced services session, platform 106 may provide differenttypes of enhanced services to users of a client 102, such as game eventmanagement. While participating in a gaming application 114, a client102 generally initiates many game events 120. A game event 120 comprisesany combination of steps, moves, actions, such as an action undertakenby a user, or any other suitable events that occur within the context ofa particular gaming application 114 that causes a change in the state ofthe gaming application 114. For example, in a golf gaming application114, a game event 120 may comprise the selection of a golf club, thealignment of a golf shot, the execution of a golf shot, or any othergolf-related activity performed by the user of the golf gamingapplication 114.

To provide game event management services to the appropriate client 102during an enhanced services session, monitor module 110 of server 104monitors the various game events 120 that are performed by a client 102participating in a gaming application 114. Upon the performance of agame event 120, as determined by monitor module 110, interface 116communicates corresponding event information 122 to platform 106. Eventinformation 122 comprises data detailing the parameters of thecorresponding game event 120. Event information 122 includes datadetailing any number and combination of game events 120. Eventinformation 122 may further comprise end-of-game data associated with auser of a gaming application 114, a gaming application 114, or both.

Event manager 130 of platform 106 processes event information 122 togenerate event information 152. Event information 152 may comprise someor all of the data associated with event information 122 and generallycomprises a log that may be used to reconstruct the sequence of gameevents 120 that occurred during the execution of a particular gamingapplication 114. In a particular embodiment, server 104 processes eventinformation 122 to generate event information 152 prior to communicatingit to platform 106. In this regard, server 104 filters event information122. Event information 152 may be stored in memory 150 and is describedin greater detail with respect to FIG. 2.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. Withrespect to game event management, therefore, event manager 130 mayreceive first event information 122 from a first server 104 monitoringthe game events 120 of a first set of clients 102, and event manager 130may further receive event information 122 from any number of otherservers 104. For example, event manager 130 may receive second eventinformation 122 from a second server 104 monitoring the game events 120of a second set of clients 102. The first event information 122 detailsthe parameters of game events 120 associated with the first set ofclients 102 coupled to the first server 104 whereas the second eventinformation 122 details the parameters of game events 120 associatedwith the second set of clients 102 coupled to the second server 104.Memory 150 stores first event information 152 as well as second eventinformation 152.

In general, the first and second servers 104 may execute the same ordifferent gaming applications 114 substantially simultaneously and,therefore, may communicate first and second event information 122 toplatform 106 substantially simultaneously as well. In this regard,platform 106 may provide event management services to clients 102participating in gaming applications 114 hosted by many differentservers 104.

A particular advantage of system 10 is that game events 120 aremonitored, and may even be processed, during the execution of the gamingapplication 114. Therefore, event information 152 comprises intra-gameinformation and data. Such intra-game data generally provides meaningfulinsight into the execution of a gaming application 114 by a user.Moreover, such intra-game data may be used to generate statistics orcompile user profiles, as described in greater detail below. As aresult, platform 106 is able to provide real-time enhanced services toclients 102 using real-time data.

Statistics Generation

During an enhanced services session, platform 106 may provide anothertype of enhanced service to users of a client 102, such as statisticsgeneration. In general, statistics manager 132 generates statisticsinformation 154 based at least in part upon event information 152 (or122). In a particular embodiment, statistics manager 132 generatesstatistics information 154 based upon previously generated statisticsinformation 154. Statistics information 154 comprises data that iscollected, sorted, organized, analyzed, or otherwise processed to defineone or more quantitative and/or qualitative characteristics about agaming application 114, a user of a gaming application 114, or both.Statistics information 154 may be stored in memory 150 and is describedin greater detail with respect to FIGS. 3 and 4.

Statistics information 154 may be generated for particular users ofclients 102 and for particular gaming applications 114. For example,statistics information 154 may be generated for different players of abackgammon gaming application 114. In this example, as each of theplayers triggers a game event 120 during the execution of the gamingapplication 114, statistics manager 132 generates statistics information154 based at least in part upon the resulting event information 152.Statistics manager 132 may also generate statistics information 154based upon end-of-game data communicated by server 104 about a gamingapplication 114.

In this regard, statistics information 154 is based not only upon datathat is collected and/or determined after a gaming application 114 iscompleted, but statistics information 154 is also based upon real-timedata generated from within the gaming application 114. Therefore,statistics information 154 reveals not only characteristics associatedwith the outcome of a gaming application 114, but also characteristicsassociated with how particular players play a gaming application 114. Aparticular advantage of this sort of real-time statistics generation isthat platform 106 may then present statistics information 154 to usersof clients 102 during the execution of a gaming application 114. Theusers of clients 102 may then use statistics information 154 todetermine strengths and weaknesses of an opponent or the user; to modifya playing strategy; or to offer or accept a wager. All of this can beperformed during and/or after the execution of a gaming application 114.

Another advantage of statistics manager 132 is that it may compare firststatistics information 154, such as statistics information 154associated with a particular user, with second statistics information154, such as statistics information 154 associated with the same ordifferent user. Platform 106 may then provide any number and combinationof enhanced services to any number and combination of users based uponthis comparison of statistics information 154. For example, platform 106may audit the execution of a gaming application 114 by a particular userby comparing any combination of event information 152, statisticsinformation 154, and profile information 156 associated with the user.Platform 106 may further measure any combination of event information152, statistics information 154, and profile information 156 againstcertain predetermined thresholds associated with the user. In thisregard, platform 106 may determine whether the user is playing aparticular gaming application 114 at an expected skill level. Such anaudit of player performance may reveal cheating or otheranti-competitive behavior.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. Withrespect to statistics generation, in one embodiment, statistics manager132 may generate statistics information 154 based upon event information122 received from a first server 104 monitoring the game events 120 of afirst set of clients 102 participating in one or more gamingapplications 114, and further based upon event information 122 receivedfrom the same server 104 or any number of other servers 104 monitoringthe game events 120 of any number of the same or different clients 102participating in the same or different gaming applications 114.

In this regard, the statistics information 154 generated by statisticsmanager 132 is robust and based upon a large sampling of data. Moreover,this technique allows statistics manager 132 to provide statisticsgeneration services to clients 102 participating in gaming applications114 hosted by many different servers 104. In other embodiments, thestatistics information 154 may be based solely upon event information152 (or 122) received from a particular server 104. This allowsstatistics manager 132 to generate statistics information 154 that isfocused upon a particular user or gaming application 114.

User Profiling

During an enhanced services session, platform 106 may provide yetanother type of enhanced service to users of clients 102, such as userprofiling. In general, profile manager 134 generates profile information156 for users of clients 102. Profile information 156 comprises asummary or analysis of any suitable qualitative and/or quantitative datathat represents various features or characteristics about eachparticular user, such as, for example, financial data, statistical data,and user attributes. Profile manager 134 may generate profileinformation 156 based upon one or more of information and data enteredby particular users; event information 152 (or 122); statisticsinformation 154; and wager records 158. Profile information 156 may bestored in memory 150 and is described in greater detail with respect toFIG. 5. For example, system 10 can determine how aggressive a user iswith the doubling dice in a backgammon gaming application 114; how oftena user drives on the shoulder in a car racing gaming application 114; orwhich golf club a user prefers on a particular hole of a golf gamingapplication 114.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. Withrespect to user profiling, profile manager 134 may generate profileinformation 156 based upon information and data received from clients102 coupled to one or more different servers 104 at the same ordifferent times. For example, profile manager 134 may generate profileinformation 156 based upon event information 122 (or 152) that isreceived from any number and combination of servers 104. In anotherexample, profile manager 134 may generate profile information 156 basedupon statistics information 154 compiled from event information 122 (or152) that is received from any number and combination of servers 104.

Profile manager 134 may generate and/or update profile information 156for particular users over time. For example, profile manager 134 maystart generating profile information 156 for a particular user when auser first registers with system 10 and, thereafter, may update profileinformation 156 for that particular user each time the user participatesin system 10—either as a player, a spectator, or a wagerer—using thesame or different servers 104. Therefore, a user may play a backgammongaming application 114 using a first server 104 and, at a later time,watch a chess gaming application 114 using a second server 104 and, at astill later time, wager on a golf gaming application 114 using a thirdserver 104. Profile manager 132 may update profile information 156 forthe user to include various characteristics about the user participatingin each of these activities. With respect to playing a gamingapplication 114, for example, the profile information 156 may reflecthow the user plays. With respect to watching a gaming application 114,for example, the profile information 156 may reflect what the userwatches. With respect to wagering on a gaming application 114, forexample, the profile information 156 may reflect how much the userprefers to wager.

Platform 106 uses profile information 156 to provide a host of otherenhanced services, described in greater detail below. For example, lobbymanager 136 may use profile information 156 to rank and/or match playersof a particular gaming application 114. Game advisor 138 may use profileinformation 156 to provide advice to a player on how to play aparticular gaming application 114. Wager manager 140 may use profileinformation 156 to provide a user of a client 102 with an opportunity tooffer or accept a wager regarding a gaming application 114.

Matching Users in an “Intelligent Lobby”

During an enhanced services session, platform 106 may provide yetanother type of enhanced service to users of a client 102, such asmatching users of a gaming application 114 in an “intelligent lobby”.Generally, a “lobby” is an online environment where players of gamingapplications 114 meet one another and decide to play a gamingapplication 114 against each other. Lobby manager 136 creates an“intelligent lobby” in which players of gaming applications 114 aresorted, filtered, and presented to other players using profileinformation 156. Lobby processor 118 generally supports these efforts tomatch players of a gaming application 114. In a particular embodiment,lobby manager 136 matches players of gaming applications 114 againsteach other based at least in part upon profile information 156. Inanother embodiment, lobby manager 136 creates tournaments for gamingapplications 114 by ranking players and arranging multiple rounds ofcompetition using profile information 156. In this regard, lobby manager136 creates a positive player experience by helping players find theright opponents.

Game Advice

During an enhanced services session, platform 106 may provide stillanother type of enhanced service to users of a client 102, such asproviding game advice associated with a gaming application 114. Gameadvisor 138 presents game advice to players of a gaming application 114during the execution of the gaming application 114 based upon varioustypes of information about a player, an opponent, a wager, a gamingapplication 114, or any combination thereof. For example, game advisor138 may provide game advice based upon any combination of eventinformation 152 (or 122), statistics information 154, and profileinformation 156 of any suitable user of system 10. In a particularembodiment where a user may have a wager in place, game advisor 138 mayprovide game advice based upon the parameters of various wager records158.

The game advice provided to a user generally comprises various options,strategies, suggestions, or any other suitable information that may beused to invoke a subsequent game event 120. In a particular embodiment,game advisor 138 may provide advice on whether to place and/or accept awager, the parameters of the wager, and other wager-related information.A particular advantage of game advisor 138 is that the game advice isprovided to the players during the execution of the gaming application114 using real-time data.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. Withrespect to game advice services, game advisor 138 may provide gameadvice to players of a gaming application 114 hosted by a first server104 using information collected from the first server 104 or from asecond server 104. For example, a player of a first chess game hosted bya first server 104 may receive game advice that is based upon gameevents 120 initiated by the same or different opponent playing a secondchess game hosted by the first server 104 or the second server 104. Theopponent may be currently playing or have previously played the secondchess game. In this regard, game advisor 138 accesses a wider range ofdata to provide more robust game advice to players.

Moreover, game advisor 138 may provide first game advice to players of afirst gaming application 114 and second game advice to players of asecond gaming application 114. The first and second gaming applications114 may be the same or different online games hosted by the same ordifferent server 104. In this regard, game advisor 138 may providedifferent game advice to many different players of gaming applications114 in system 10 at the same time.

Placing and Settling Wagers

During an enhanced services session, platform 106 may provide anothertype of enhanced service to users of a client 102, such as placing andsettling wagers. Wager manager 140 facilitates placing and settlingwagers among users of system 10. With respect to placing wagers, in oneembodiment, wager manager 140 presents an appropriate graphical userinterface, such as a “wager window” to a user during the execution of agaming application 114. The wager window may be presented in response toa game event 120, event information 152, a request issued by a user, orany other suitable trigger. The wager window may be used to generate awager offer.

The wager offer generally includes the parameters of the wager, such asthe amount of the wager, the subject matter of the wager, a target ofthe wager offer, and the like. Wager manager 140 presents the wageroffer to particular targets as specified in the wager offer, asspecified by profile information 156, or according to any other suitablecriteria. If one or more targets accept the wager offer, then wagermanager 140 creates a corresponding number of wager records 158. Eachwager record 158 defines the terms and conditions of the wager invarious wager parameters, including the wager event, the wager value,and various wager conditions, and is stored by memory 150. The wagerevent is the subject matter of the wager, and generally involves a gameevent 120 associated with a gaming application 114. For example, thewager event may comprise an action performed during the execution of agaming application 114 that changes the state of the gaming application114. The outcome of a particular wager may be determined, at least inpart, based upon the occurrence or non-occurrence of an associated wagerevent.

A particular advantage of wager manager 140 is that it allows a user togenerate a wager offer before, during, or after the execution of agaming application 114. This allows players to make a side bet, forexample, during game play. By providing the GUI to the user withoutrequiring the user to navigate to another web-site or to log-on with aseparate server dedicated to establishing wagers, the ability togenerate a wager offer is integrated into the gaming experience.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. Withrespect to wagering services, wager manager 140 may facilitate wagersbetween clients 102 coupled to the same or different servers 104 andparticipating in the same or different gaming applications 114. Forexample, wager manager 140 may receive a wager offer from a user ofclient 102 coupled to a first server 104 for presentation to users ofclients 102 coupled to the same first server 104 or to clients 102coupled to any number of other servers 104. Moreover, wager manager 140may receive an acceptance to the wager offer from users of clients 102coupled to the same or different servers 104 and participating in thesame or different gaming applications 114. In this regard, wager manager140 provides a wider wagering audience for users of system 10.

With respect to settling wagers, in one embodiment, wager manager 140determines the outcome of a wager based at least in part upon eventinformation 152 (or 122) and the wager parameters specified in thecorresponding wager record 158. For example, wager manager 140 maydetermine the outcome of a wager based upon event information 152 and awager event specified in a wager record 158. The event information 152(or 122) used by wager manager 140 is communicated by an appropriateserver 104 and provides details about game events 120 that are relevantto the outcome of the wager. As a result of the real-time eventmonitoring capabilities of platform 106, wager manager 140 can determinethe outcome of a wager in real-time and allows a user to formulate awager based upon intra-game events 120. In particular embodiments, wagermanager 140 in combination with funds manager 142 operates to transferfunds between accounts of participants of a wager based upon thedetermined outcome of the wager. This type of wager settlement may occurat any appropriate time after the outcome of the wager is determined.

FIG. 2 illustrates the contents of event information 152 stored in atable of memory 150. Event information 152 comprises data detailing theparameters of a corresponding game event 120. Event information 152 maycomprise some or all of the event information 122 communicated by acorresponding server 104. Each entry of the table includes a recordidentifier 200, a game identifier 202, a user identifier 204, an eventtype 206, an event value 208, and an event time 210. Record identifier200 comprises information identifying each unique record of eventinformation 152. A particular record identifier 200 may correspond to aparticular game event 120. Game identifier 202 comprises informationidentifying the gaming application 114 associated with a particularrecord of event information 152. User identifier 204 comprisesinformation identifying a particular user of a client 102 associatedwith a particular record of event information 152. Event type 206identifies the type of game event 120 associated with a particularrecord of event information 152. Event value 208 comprises informationquantifying the game event 120 associated with a particular record ofevent information 152. Event time 210 comprises information describingthe time at which the particular game event 120 occurs.

FIG. 3 illustrates the contents of statistics information 154 stored ina table of memory 150. Each entry of the table includes a recordidentifier 250, a game identifier 252, a user identifier 254, astatistic type 256, and a statistic value 258. Record identifier 250comprises information identifying a particular record of statisticsinformation 154. Particular statistics information 154 may be associatedwith particular types of gaming applications 114. Therefore, gameidentifier 252 comprises information identifying a particular gamingapplication 114 with which a particular record of statistics information154 is associated. Statistics information 154 may be maintainedaccording to particular users playing particular gaming applications114. Therefore, user identifier 254 comprises information identifying aparticular user of a client 102 associated with the particular record ofstatistics information 154. Statistics manager 132 may maintainstatistics information 154 of varying statistic types 256 according tothe type of gaming application 114. Therefore, statistic type 256comprises the type of statistic that is maintained in a particularrecord of statistics information 154. Statistic value 258 comprisesinformation quantifying the statistics information 154 of a particularstatistic type 256 for each record.

FIG. 4 illustrates various statistic types 256 according to the variousgaming applications 114. Although FIG. 4 illustrates statistic types 256for chess, golf, and backgammon, it should be understood that statisticsmanager 132 may maintain any combination of statistic types 256 for anynumber of gaming applications 114. All of these statistics can bemaintained for an individual game or as an average across several gamesover time.

FIG. 5 illustrates the contents of profile information 156 stored in atable of memory 150. Each entry of profile information 156 includes arecord identifier 270, a user identifier 272, account information 274,statistics information 154, and user attributes such as, for example,wagering parameters 276 and user characteristics 278. In someembodiments, profile information 156 further includes selection criteria280. In other embodiments, a user provides selection criteria 280 uponentering the “intelligent lobby”. In still further embodiments, profileinformation 156 includes previously provided selection criteria 280 anda user may provide additional or new selection criteria 280 uponentering the “intelligent lobby”.

Record identifier 270 comprises information used to identify aparticular user profile of profile information 156. User identifier 272comprises information used to identify the particular user of client 102for whom a specific user profile of profile information 156 ismaintained. In general, profile manager 134 maintains a user profile foreach user of system 10. For each user profile, account information 274comprises financial information such as, for example, credit limits,balance, credit history, and any other suitable financial informationassociated with a particular user. Statistics information 154 isillustrated in greater detail with respect to FIG. 3. Profileinformation 156 arranges statistics information 154 according toparticular users in the corresponding user profiles.

Wagering parameters 276 comprise information identifying wager limits,current wagers, wager preferences, wager frequency, wager minimums andmaximums, risk tolerance, and any other suitable wagering parametersassociated with a particular user. User characteristics 278 compriseinformation identifying the playing style of a particular user. Forexample, user characteristics 278 may include the number of disconnectsa particular user performs during the execution of a gaming application114; the connection speed of a particular client 102 (e.g. broadband, ordial-up access); the average response time to perform a game event 120;evaluations of a particular user by other users of system 10; a rankingof the user among peer players for a particular gaming application 114;the geography of the particular user; and any other suitablecharacteristics about a particular user.

Selection criteria 280 comprises any suitable criteria used to selectprospective opponents for a particular gaming application 114 such as,for example, wager criteria (e.g. wager size, wager type, wagerfrequency); skill criteria (e.g. skill level, ranking, skillweakness/strengths); player strategy (e.g. aggressive, conservative);and any other suitable selection criteria.

FIG. 6 illustrates the contents of wager records 158 stored in a tableof memory 150. Each wager record 158 includes a record identifier 300, afirst user identifier 302, a second user identifier 304, a serveridentifier 306, and wager parameters such as a wager event 308, a wagervalue 310, and wager conditions 312. Record identifier 300 comprisesinformation used to identify a particular wager record 158. Useridentifier 302 comprises information used to identify a firstparticipant of the wager and user identifier 304 comprises informationused to identify the second participant of a particular wager. Serveridentifier 306 comprises information used to identify the servers 104associated with a particular wager. For example, platform 106 mayreceive event information 122 from various servers 104 that may be usedto determine the outcome of a particular wager. These servers 104 areidentified using server identifiers 306.

Wager parameters 308, 310, and 312 define the terms and conditions ofthe wager record 158. For example, wager event 308 comprises informationused to identify a particular event, such as a game event 120, thatdetermines the outcome of the wager. Wager value 310 comprisesinformation used to identify the value of the particular wager record158. Wager conditions 312 comprise information used to identify anyother parameters associated with the wager. For example, wagerconditions 312 may comprise time limits for the particular wager,various rules to be applied to the wager, and any other suitable wagerparameter.

FIG. 7 illustrates a flowchart of an exemplary method for providingenhanced services. The method begins at step 400 where server 104executes one or more gaming applications 114. At step 402, server 104and/or platform 106 receives a request for enhanced services. At step404, platform 106 establishes an enhanced services session with the userof the gaming application 114 in response to the request for enhancedservices received at step 402. In general, the enhanced services sessioncorresponds in time at least in part with the execution of a gamingapplication 114 by server 104.

Platform 106 provides enhanced services to the user of the gamingapplication 114 during the enhanced services session at step 406. Inparticular, platform 106 may provide event management services,described in more detail with reference to FIG. 8; statisticsgeneration, described in more detail with reference to FIG. 9; and userprofiling services, described in more detail with reference to FIG. 10.Platform 106 may further match players in an “intelligent lobby”, asdescribed further in FIG. 11; provide game advice, as described furtherin FIG. 12; and provide wagering services, as described further in FIGS.13 and 14. In this regard, platform 106 enriches the gaming experienceof users participating in gaming applications 114 hosted by servers 104.

A particular advantage of system 10 is that platform 106 maysimultaneously conduct enhanced services sessions with many clients 102using the same or different servers 104. Therefore, steps 400 a, 402 a,and 404 a illustrate that platform 106 conducts a first enhancedservices session with a client 102 coupled to a first server. Steps 400b, 402 b, and 404 b illustrate that platform 106 conducts additionalenhanced services sessions with any number of additional clients 102coupled to the same or different servers 104. These additional enhancedservices sessions may overlap in time with any portion of any otherenhanced services session conducted by platform 106.

FIG. 8 illustrates a flowchart of an exemplary method for providing gameevent management services. The method begins at step 412, where a server104 monitors a plurality of game events 120. At step 414, the server 104determines whether a game event 120 has occurred. If no game event 120has occurred, as determined at step 414, execution returns to step 412.If a game event 120 has occurred, execution proceeds to step 416 wherethe server 104 communicates event information 122. In a particularembodiment, server 104 processes event information 122 prior tocommunicating it to platform 106. At step 418, platform 106 receivesevent information 122 and may process it accordingly. For example,platform 106 may filter, format, or otherwise process event information122 to generate event information 152.

A particular advantage of system 10 is that platform 106 may conductenhanced services sessions with many clients 102 using the same ordifferent servers 104. With respect to game event management services,therefore, event manager 130 may receive first event information 122from a first server 104 monitoring the game events 120 of a first set ofclients 102, as described with reference to first path 420. Eventmanager 130 may further receive event information 122 from any number ofother servers 104, as illustrated with reference to path 422. Forexample, event manager 130 may receive second event information 122 froma second server 104 monitoring the game events 120 of a second set ofclients 102. Memory 150 stores first event information 152 and secondevent information 152, at step 424. Event manager 130 determines whetherthe particular gaming application 114 being monitored has ended at step426. If not, execution returns to step 412. If so, execution terminatesat step 428. Event information 152 may be used by other modules ofplatform 106 to provide enhanced services to users of system 10.

FIG. 9 illustrates a flowchart of an exemplary method for generatingstatistics information 154. The method begins at step 430, wherestatistics manager 132 identifies the type of statistic to be generated.For the particular statistic type identified at step 430, statisticsmanager 132 identifies the parameters to be used for the correspondingstatistic algorithm, at step 432. The statistic algorithm sorts,analyzes, or otherwise processes data to define one or more quantitativeand/or qualitative characteristics about a gaming application 114, auser of a gaming application 114, or both. Statistics manager 132extracts the appropriate data for the statistic algorithm, at step 434.For example, statistics manager 132 may extract event information 152from memory 150 and/or previously generated statistics information 154from memory 150. Statistics manager 132 applies the appropriatestatistics algorithm at step 436 and generates a statistic value at step438. Memory 150 stores the resulting statistics information 154 in anappropriate record associated with either or both of gaming application114 and a user of gaming application 114. Execution terminates at step442. Statistics information 154 may be used by other modules of platform106 to provide enhanced services to users of system 10.

FIG. 10 illustrates a flowchart of an exemplary method for generatingprofile information 156. The method begins at step 450 where profilemanager 134 identifies an appropriate user for whom profile information156 will be generated. Profile manager 134 gathers profile data enteredby the user at step 452. Examples of such profile data include accountinformation, selection criteria, and various other user attributesprovided by the user. At step 454, profile manager 134 gathers the eventinformation 152 associated with the user identified at step 450.Examples of such event information include various user attributesgleaned from game events 120 performed by the user during the executionof a gaming application 114. At step 456, profile manager 134 gathersstatistics information 154 associated with the user. At step 458,profile manager 134 gathers wager records 158 associated with the user.Profile manager 134 generates profile information 156 for the user atstep 460 based upon any combination of the information gathered at steps452 through 458. As described above, profile manager 134 may generateand/or update profile information 156 for particular users of system 10over time. Memory 150 stores profile information 156 at step 462 in anappropriate record associated with the user. Execution terminates atstep 464. The other components of platform 106 may use profileinformation 156 to provide enhanced services to users of system 10.

FIG. 11 illustrates a flowchart of an exemplary method for providinggame advice to users of system 10. The method begins at step 480 wheregame advisor 138 initiates game advice services on behalf of one or moreusers of system 10. The game advice services may be initiated inresponse to a request by a particular user, the occurrence of aparticular game event 120, event information 152, a wager, or any othersuitable trigger. Execution proceeds to step 482 where game advisor 138determines the context of the game advice. For example, game advisor 13Bdetermines any combination of the gaming application 114 for which thegame advice will be provided; the state of the gaming application 114;the participants in the gaming application 114 such as, for example, theuser issuing a request for game advice, the opponent, and any otherparticipants of the gaming application 114; and any relevant wagerscurrently in place involving any of the participants of the gamingapplication 114.

At step 484, game advisor 138 gathers information used to generate thegame advice. Examples of this information include event information 152associated with the gaming application 114 for which the game advicewill be provided. This event information 152 may be associated with thecurrent execution of the gaming application 114, or any previousexecution of the gaming application 114, on the same or different server104 by the same or different user. Game advisor 138 may further gatherevent information 152 associated with other gaming applications 114currently or previously executed on the same or different server 104 bythe same or different user. In this regard, game advisor 138 may analyzeevent information 152 from any combination of users, opponents, or otherparticipants of the same or different gaming application 114 currentlybeing executed or previously executed on the same or different server104. In addition to event information 152, game advisor 138 may gatherstatistics information 154, profile information 156, and wager records158 associated with any combination of users of system 10.

Execution proceeds to step 486, where game advisor 138 generates gameadvice based upon any combination of information gathered at step 484.In a particular embodiment, the game advice comprises wager advice suchas, for example, whether to place and/or accept a wager, the parametersof the wager, and any other suitable wager-related information. Gameadvisor 138 communicates the game advice to one or more users at step488. In general, the game advice is communicated during the execution ofa gaming application 114 for which the game advice is provided.Execution terminates at step 490.

FIG. 12 illustrates a flowchart of an exemplary method for matchingusers of system 10 in a competition associated with the execution of agaming application 114. The method begins at step 500 where users ofsystem 10 enter an “intelligent lobby”. “The intelligent lobby” may beassociated with one or more gaming applications 114. At step 502, lobbymanager 136 gathers profile information 156 for any number andcombination of users in system 10. For example, lobby manager 136 maygather profile information 156 such as statistics information 154,wagering parameters 276, and user characteristics 278 associated withparticular users of system 10. At step 504, lobby manager 136 gathersselection criteria 280 for any number and combination of users of system10. Selection criteria 280 is used to select prospective opponents for aparticular user and may be provided by a user upon entering the“intelligent lobby,” may be stored in profile information 156, or both.Upon gathering profile information 156 and selection criteria 280, lobbymanager 136 matches users in a competition associated with the executionof a particular gaming application 114 using one or more differentmatching techniques, as illustrated by paths 506, 508, and 510.

Referring to path 506, lobby manager 136 selects a first user at step520 based upon, for example, profile information 156 associated with thefirst user and/or selection criteria 280 associated with any other userof system 10. Lobby manager 136 selects a second user at step 522 basedupon, for example, profile information 156 associated with the seconduser and/or selection criteria 280 associated with the first userselected at step 520. Execution proceeds to step 524, where lobbymanager 136 matches the first user selected at step 520 against thesecond user selected at step 522 in a competition associated with theexecution of a particular gaming application 114 based upon profileinformation 156 and/or selection criteria 280 of the first and secondusers.

Referring to path 508, lobby manager 136 determines subsets of users atstep 530 based upon, for example, profile information 156. For example,lobby manager 136 may determine a first subset of users and a secondsubset of users. From here, lobby manager 136 may match users fromwithin particular subsets against each other in a competition associatedwith the execution of the gaming application 114, at step 532. Forexample, lobby manager 136 may match first and second users from thefirst subset of users and match third and fourth users from the secondsubset of users.

Alternatively, or in addition, lobby manager 136 may match users fromamong different subsets against each other in a competition associatedwith the execution of the gaming application 114, at step 534. Forexample, lobby manager 136 may match a first user from the first subsetof users with a second user from a second subset of users. In thisregard, lobby manager 136 may establish a tournament for a particulargaming application in which several users compete against each other inmultiple rounds of competition. The users are generally selected basedupon profile information 156 and/or selection criteria 280 associatedwith any combination of users.

Referring to path 510, lobby manager 136 identifies profile information156 associated with a particular first user at step 540. Lobby manager136 determines a subset of second users based upon, for example,selection criteria 280 and profile information 156, at step 542. Forexample, lobby manager 136 may determine the subset of second users bycomparing selection criteria 280 associated with the first usersidentified at step 540 with profile information 156 associated with allof the other users. In another embodiment, lobby manager 136 determinesthe subset of second users by comparing selection criteria 280associated with the second users with profile information 156 associatedwith the first user identified at step 540. In yet another embodiment,lobby manager 136 determines the subset of second users based at leastin part upon profile information 156 associated with the first user andthe second users, and selection criteria 280 associated with the firstuser and the second users.

At step 544, lobby manager 136 matches the first user selected at step540 against a selected second user from the subset of second usersselected at step 542. In one embodiment, lobby manager 136 selects thesecond user according to profile information 156 and selection criteria280. In another embodiment, the first user identified at step 540selects from among the subset of second users determined at step 542. Inthis regard, a user of system 10 can enter an “intelligent lobby”associated with a gaming application 114 and be presented with a list ofsuitable opponents from which the first user may select a particularopponent. Execution terminates at step 550.

FIG. 13 illustrates a flowchart of an exemplary method for establishinga wager between users of system 10. The method begins at step 600 wherewager manager 140 presents a wager window to the user of a gamingapplication 114. The wager window may be presented at any time before,during, or after the execution of a particular gaming application 114.For example, wager manager 140 may present the wager window to a user ofa gaming application 114 in response to a particular game event 120, inresponse to a request to place a wager by a particular user of a gamingapplication 114, or in response to any other suitable trigger.

At step 602, wager manager 140 receives a wager offer by a user of agaming application 114. In one embodiment, the wager offer is generatedby the user using the wager window presented at step 600. Wager manager140 determines whether the wager offer received at step 602 is valid atstep 604 based upon, for example, financial information stored in memory150 and associated with the particular user that generated the wageroffer. If the wager offer is invalid, as determined at step 604, wagermanager 140 notifies the user at step 606. From here, execution eitherproceeds to step 600 where wager advisor 140 presents another wagerwindow to the user so that the user may generate a new, valid, wageroffer, or execution terminates at step 622. If the wager offer receivedat step 602 is determined to be valid at step 604, wager manager 140presents the wager offer to a plurality of users of system 10 at step608.

The particular users to whom the wager offer is presented may compriseany suitable subset of all users of system 10 based upon, for example,profile information 156 and/or selection criteria 280. In this regard,wager manager 140 presents the wager offer to those users of system 10that are most likely to accept the wager. Wager manager 140 receives oneor more wager acceptances at step 610. The wager offer and a wageracceptance combine to form a wager between a first user and a seconduser.

It should be understood that the first user and the second user maycomprise players of a particular gaming application 114, spectators of aparticular gaming application 114, or any other users of system 10. Inone embodiment, at least one of the wager offer and the wager acceptanceis received during the execution of a gaming application 114. In thisregard, wager manager 140 facilitates intra-game wagering.

Wager manager 140 determines whether the wager acceptance received atstep 610 is valid at step 612 based upon, for example, financialinformation associated with the user that accepted the wager offer. Ifthe wager acceptance is determined to be invalid at step 612, executionproceeds to step 614 where a wager manager 140 notifies the user. Fromhere, execution may return to step 608 where wager manager 140 maypresent the wager offer to users of system 10, or execution mayterminate at step 622.

If the wager acceptance is determined to be valid at step 612, executionproceeds to step 616 where wager manager 140 reserves funds from each ofthe user's accounts into an escrow account. Wager manager 140 thengenerates a wager record 158 associated with the wager between the firstuser and the second user, at step 618.

The wager record 158 generally comprises a first user identifier, asecond user identifier, and a plurality of wager parameters. Forexample, the wager parameters may include a wager event, a wager value,and wager conditions. The wager event generally comprises an actionperformed during the execution of a gaming application 114 that changesthe state of the gaming application 114 and upon which the outcome ofthe wager between the first user and the second user is determined.Memory 150 stores the wager record 158 at step 620 according to a wagerrecord identifier 270. Execution terminates at step 622.

FIG. 14 illustrates a flowchart of an exemplary method for settling awager between users of system 10. The method begins at step 650 wherememory 150 stores a plurality of wager records 158. At least one wagerrecord 158 is between a first user and a second user. Each wager record158 generally comprises a plurality of wager parameters, such as, forexample, a wager event, a wager value, and wager conditions. Wagermanager 140 receives event information 152 (or 122) at step 652. Ingeneral, the event information 152 (or 122) is received during theexecution of a corresponding gaming application 114. In this regard,wager manager 140 uses intra-game data to verify the winner or loser ofa wager, and thereby supports intra-game wagering.

Execution proceeds to step 654 where wager manager 140 determineswhether the outcome of the wager is decided by event information 152 (or122). In general, wager manager 140 determines the outcome of the wagerat step 654 based upon wager parameters of the wager record 158 andevent information 152 (or 122). For example, wager manager 140determines the outcome of the wager by cross-referencing eventinformation 152 (or 122) with wager parameters associated with the wagerrecord 158. If the wager parameters necessary to determine the winner ofthe wager are not satisfied, as determined at step 654, executionreturns to step 652 where wager manager 140 continues to receive eventinformation 152 (or 122). If the wager parameters necessary to determinethe winner of the wager are satisfied, as determined at step 654,execution proceeds to step 656 where wager manager 140 notifies thefirst and second users. A particular advantage of system 10 is thatautomatic verification of wagers based upon event information 152 (or122) and wager parameters eliminates the problems associated withtrust-based wagering systems. This type of automatic verification ofwagers not only makes wagering easier, but it allows users to generatemore detailed, intra-game, wagers.

Execution proceeds to step 658 where funds manager 142 transfers fundsbetween an account of the first user and an account of the second userthat participated in the determined wager. In one embodiment, fundsmanager 142 transfers the funds during the execution of the gamingapplication 114. In another embodiment, funds manager 142 transfersfunds based upon the outcome of one or more other wagers between thefirst user and the second user. Execution terminates at step 660.

As described above, platform 106 may conduct enhanced services sessionswith many clients 102 using the same or different servers 104. In oneembodiment, a single server 104 may host multiple gaming applications114 that are the subject of separate wagers. Various event information152 associated with this server 104 may therefore be used by wagermanager 140 to determine the outcomes of these separate wagers.

In another embodiment, separate servers 104 may host the same ordifferent gaming application 114 that is the subject of separate wagers.Therefore, memory 150 may store a number of wager records 158 associatedwith users of clients 102 coupled to the same or different servers 104.These wager records 158 generally include a server identifier 306indicating which servers 104 will communicate the event information 152that may determine the outcome of the wager. With respect to settlingwagers, wager manager 140 may receive first event information 152associated with a first server 104 and second event information 152associated with a second server 104. Wager manager 140 may thendetermine the outcome of a first wager based at least in part upon thefirst event information 152 and may determine the outcome of a secondwager based at least in part upon the second event information 152.

To facilitate the determination of various wagers, the first eventinformation 152 may further be associated with an identifier of thefirst server 104 and the second event information 152 may be associatedwith an identifier of the second server 104. In this regard, wagermanager 140 may identify a first subset of wager records 158 usingserver identifier 306 and the identifier of the first server 104, andwager manager 140 may identify a second subset of wager records 158using server identifier 306 and the identifier for the second server104. In this regard, wager manager 140 can quickly filter through eventinformation 152 to identify the event information 152 that is relevantfor determining the outcome of a particular wager record 158.

Although the present invention has been described in detail, it shouldbe understood that various changes, substitutions and alterations can bemade hereto without departing from the sphere and scope of the inventionas defined by the appended claims.

To aid the Patent Office, and any readers of any patent issued on thisapplication in interpreting the claims appended hereto, applicants wishto note that they do not intend any of the appended claims to invoke ¶ 6of 35 U.S.C. § 112 as it exists on the date of filing hereof unless“means for” or “step for” are used in the particular claim.

1. (canceled)
 2. An apparatus comprising: a network interface; a memory;at least one processor to: transmit, via the network interface, aplurality of gaming applications, each gaming application beingconfigured to render a betting interface in response to a game eventtriggered during gameplay and to change a state of the gameplay;transmit, via the network interface, real-time game event information tothe plurality of gaming applications; receive, via the networkinterface, data representing a first wager offer from a first device;search information associated with a first user of a first device storedin the memory; validate the first wager offer based on the informationassociated with the first user; search information associated with asecond user of a second device stored in the memory; validate theinformation associated with the second user; forward, via the networkinterface, the first wager offer to the second device, in response tovalidating the information associated with the second user; receive, viathe network interface, data representing an acceptance of the firstwager offer from the second device; filter event information generatedby the plurality of gaming applications to identify one or more eventsthat relates to the first wager offer; determine an outcome of the firstwager offer based on the one or more events filtered from the eventinformation generated by the plurality of gaming applications; and causethe betting interface displayed on respective screens of the firstdevice and the second device to generate an update regarding the outcomeof the first wager offer.
 3. The apparatus of claim 2, in which the atleast one processor is further configured to communicate, via thenetwork interface, indicia of the outcome of the first wager offer tothe first device and the second device.
 4. The apparatus of claim 2,wherein the at least one processor is further configured to monitorcharacteristics of user interaction with the plurality of gamingapplications.
 5. The apparatus of claim 4, wherein the at least oneprocessor is further configured to generate information associated witheach user interacting with one of the plurality of gaming applicationsbased on the monitored characteristics.
 6. The apparatus of claim 4,wherein the information associated with each user interacting with agiven gaming application comprises at least one of event information,statistics information, and wager records.
 7. A method comprising:transmitting, by at least one processor, a plurality of gamingapplications over a network, each gaming application being configured torender a betting interface in response to a game event triggered duringgameplay and to change a state of the gameplay; transmitting, by the atleast one processor, real-time game event information to the pluralityof gaming applications; receiving, by the at least one processor, datarepresenting a first wager offer from a first device via the network;searching, by the at least one processor, information associated with afirst user of the first device stored in a memory; validating, by the atleast one processor, the first wager offer based on the informationassociated with the first user; searching, by the at least oneprocessor, information associated with a second user of a second devicestored in the memory; validating, by the at least one processor, theinformation associated with the second user; forwarding, by the at leastone processor, the first wager offer over the network to the seconddevice, in response to validating the information associated with thesecond user; receiving, by the at least one processor, data representingan acceptance of the first wager offer from the second device during agame; filtering, by the at least one processor, event informationgenerated by the plurality of gaming applications to identify one ormore events that relates to the first wager offer; determining, by theat least one processor, an outcome of the first wager offer based on theone or more events filtered from the event information generated by theplurality of gaming applications; and causing, by the at least oneprocessor, the betting interface displayed on respective screens of thefirst device and the second device to generate an update regarding theoutcome of the first wager offer.
 8. The method of claim 7, furthercomprising communicating, by the at least one processor, indicia of theoutcome of the first wager offer to the first device and the seconddevice via the network.
 9. The method of claim 7, further comprisingmonitoring, by the at least one processor, characteristics of userinteraction with the plurality of gaming applications.
 10. The method ofclaim 9, further comprising generating, by the at least one processor,information associated with each user interacting with the plurality ofgaming applications based on monitored characteristics.
 11. The methodof claim 10, wherein the information associated with each user comprisesat least one of event information, statistics information, and wagerrecords.